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Beat The Game 50 Points

beat dah fookin game

Author Comments

CONTROLS

  • WASD to MOVE
  • LEFT CLICK to SHOOT
  • MOUSE WHEEL or NUMBER KEYS to SWITCH WEAPONS
  • FULLSCREEN RECOMMENDED - If You Experience Lag Or Delay Switch To FullScreen Mode


Made this in about 2 weeks, learned a lot about making sprites and shit

@MetalRenard helped out with sound effects and music

Follow me on twitter if you care link

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Awesome. Grenade has too big of a hitbox though. Kept on hitting the corners ow walls going around corners.

amazing storyline. made me cry ngl.

It's pretty cool. It's challenging enough to where it is very easy to die if you aren't careful. The art is good and the music/sound effects are fitting. While there are limitations like no jumping or melee attack, it's still fun (I've played other such games with a similar setup that just weren't fun to play so this isn't something that can be easily pulled off). Though I came across some problems/feedback:
- On the level before the final boss, the bazooka and assault rifle switch places in the keyboard setup (the assault rifle was assigned to 3 and the bazooka to 4 on all the other levels that came before it, but on this level, they are reversed). Also, on this level, the bazooka ammo is set back to 0 (is this intentional since you don't want the player to go into the final boss with enough bazooka to take it out fast?). Lastly, there is bazooka ammo in this level on lava that you can't reach.
- I'd recommend adding a skip function at the beginning of the game. The prologue isn't very long, but after playing through the beginning three times, you just want to get past it to the action.
- A pause, mute, and restart function would also be good.

It's been pointed out that there isn't regen health, but I don't see this as a problem; just a difference. The game requires you to basically "get good" and learn from your past mistakes. I beat the game once by the skin of my teeth, but then beat it again, finishing with a lot more health. Also, thank you for letting the health go over 100%; that's awesome!

You did very well on the design of the game and I look forward to seeing more stuff from you!

GreenLarry responds:

Thanks for such great feedback man.

I set a strict deadline on when I had to finish and publish the game so I missed the bugs you mentioned, if I have time this weekend I might go back and fix them and add in some extra polish like a pause button like you mentioned.

Its making my day that someone actually enjoyed my game enough to play through it more then once, thanks for the kind words!

Neat little doom-like game, however i have a few problems with it :
- The guns feel very unbalanced, you can clearly feel which ones will be the most useful, like the shotgun after picking the revolver, you have no real reaon to get back to the revolver now that you have this.
- Some enemies feel a bit too strong, like those floating skulls, they can attack you from a distance, yet they have more hp than the ones that actually need to run up to you in order to damage you, giving more of that feeling of the game being unbalanced that i mentioned earlier
- You don't regen your health between levels, and that's kind of a problem, since you will have to regen it slowly over several levels in order to fully get it back
- The wall textures are too similar, maing it easy to get lost and hard to differenciate a hole in a wall from a corridor, i've seen someone suggesting a minimap, i also think this can be very helpful

Overall pretty cool game, but with a few flaws that can easily be fixed, nice job.

GreenLarry responds:

Thanks for the feedback man

The game is fun and has potential, but I think it's just a matter of building on what you already have here.

I'd recommend speeding the player up in all ways. Make them run faster, make them shoot faster, add the ability to run EVEN faster but inable to shoot while doing it. Another thing I'd recommend is making shorter levels in the beginning. Levels that only have one or two enemies, but can be beaten in 20 seconds - just so that the player can feel progression immediately rather than getting their butt kicked on the first level. I was perfectly fine using the pistol until you gave me a shotgun in the very same level, instantly outclassing the pistol and making it seem awful. So let the player use the pistol until they get bored of it, THEN give them the upgrade. Making the eyeballs one-shot would also be a welcome change, since they were fun to explode but really hard to do so with most of the weapons. More effects like screenshake, vibration, recoil and lowering the weapon to the bottom of the screen when changing weapons would all go a long way!

Keep it up, homie! <3

Credits & Info

Views
1,757
Faves:
22
Votes
101
Score
3.51 / 5.00

Uploaded
Jun 2, 2021
7:33 PM EDT
Software
  • Blender
  • Unity
  • Aseprite